using System.Diagnostics.CodeAnalysis;

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_o_star_times
{
    public int _g_one_star;  //1星剩余时间
    public int _g_two_star;  //2星剩余时间
    public int _g_three_star;  //3星剩余时间
}

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_model_detail
{
    public int _model_id;  //上报格式为物品id,物品层数,物品数量
    public int _model_quantity;  //nan
    public int _model_initial;  //物品id的关卡初始数量
    public bool _goal;  //物品是否是目标物
}

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_o_return_level
{
    public int _g_stage;  //记录回归奖励档位，配置表中id对应的值即为档位值
    public int _g_progress;  //对应此档位此次调整的第几个关卡（1,2,3,4...)
    public int _g_adjust_id;  //1:固定时间; 2:比例时间; 3:比例组数;
    public int _g_adjust_num;  //记录实际调整的时间（S）/组数；记录最终调整的值
}

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_o_purchase_level
{
    public int _g_stage;  //记录付费爽关档位，配置表中id对应的值即为档位值
    public int _g_progress;  //对应此档位此次调整的第几个关卡（1,2,3,4...)
    public int _g_adjust_id;  //1:固定时间; 2:比例时间; 3:比例组数;
    public int _g_adjust_num;  //记录实际调整的时间（S）/组数；记录最终调整的值
}

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_o_used_item
{
    public string _item_id;  //消耗的关前道具（不包括限时道具），关内道具
    public int _item_quantity;  //消耗的关前道具（不包括限时道具），关内道具 对应的数量
}

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_bar_detail
{
    public int _model_id;  //退出时收集栏内物件id
    public int _model_quantity;  //退出时收集栏内物件id对应的物件数量
}

[SuppressMessage("ReSharper", "InconsistentNaming")]
public class g_o_collect_detail
{
    public int _g_model_id;  //本关投放的收集物模型id
    public int _g_start_num;  //本关投放的收集物数量
    public int _g_get_num;  //本关收集的收集物数量
}